Ahoy there!!
You probably didn't expect to see an update for Monstrum 1 in 2023 but it was something we felt we needed to try and address due to newer hardware and more and more players experiencing this unfortunate issue.
Since the 10th generation of Intel i-series processors, there was an error in the calculation of the OpenSSL instructions that has caused older games, not just Monstrum, to look like they crash on start-up.
Now usually these things can be very difficult for a dev studio to fix due to engine upgrades and newer hardware that wasn't available during the original development.
However, we now have a solution for players with newer hardware that runs on the 10th Gen+ and that is a new launch option that pops up when you click 'Play' in your steam library.
Please make sure to select: (Play Monstrum with Intel 10thgen CPU or newer)
This update will not affect other versions of the game or older hardware either so no need to worry about having to update your hardware!!
As always thank you all for the support over the years we are extremely grateful to the community and players who enjoy our games!!
Cheers,
Team Junkfish
[ 2023-09-18 15:26:11 CET ] [ Original post ]
Ahoy, everyone!
We've got some exciting news to share with you all as we wrap up for 2020:
Monstrum's ship, and some of its characters, are now available as DLC in Dark Deception: Monsters & Mortals !! The amazing folks at Glowstick Entertainment have been hard at work bringing the Brute and the Fiend to life in a whole new level - the Hisa Maru!
Check out the DLC trailer below:
[previewyoutube=geKMV_8ZD1E;full][/previewyoutube]
And you can buy the DLC from >> HERE <<
Some more information about the DLC:
Monstrum is a new Chapter for Dark Deception: Monsters & Mortals. It includes 2 playable monsters (Brute & Fiend), 1 playable mortal (Prisoner Borisov), and a new map (Monstrum Madness). Purchasing the add-on will unlock the following:
1.) 2 playable Monster characters - the Brute & the Fiend
2.) 1 playable Mortal character - Prisoner Borisov
3.) 1 new map - the Hisa Maru with steam & camera traps + super brute boss
4.) 2 extra Borisov skins (Team Junkfish & TeInyashka)
5.) 1 extra Brute skin (Avalanche) & Fiend skin (Cursed)
Be sure to check it out, and happy hunting!
From all of us here at Junkfish, we want to wish you all a Merry Christmas and Happy New Year and, as always, thank you all for the amazing support!!
Team Junkfish
[ 2020-12-21 20:41:12 CET ] [ Original post ]
Ahoy folks,
Our cinematic trailer for Monstrum 2 is officially out NOW!
This trailer is a cinematic, and so is not fully representative of gameplay, but was made in Unity using all in-game assets!
[previewyoutube=djBCAB-oJBo;full][/previewyoutube]
Furthermore, pre-order's are now open, alongside sign up's to the Closed Beta and our affiliates program.
Pre-order now to receive:
Exclusive $12.99 pre-order price
Play Monstrum 2 in Early Access, Q4 2020
Guaranteed access to Closed Beta
Exclusive pre-order nameplate
M1 Classic Brute skin
M1 Classic Prisoner skin
M1 Classic Prisoner accessory
Only pre-ordering will guarantee you access to the Closed Beta, but you can still sign-up for a chance without purchasing via our website.
Pre-order and affiliates information here.
Closed Beta sign up here.
Don't forget you can add Monstrum 2 to your Steam wishlist here!!
Cheers,
Team Junkfish
[ 2020-06-18 15:29:22 CET ] [ Original post ]
Monstrum is officially out NOW on console!
Grab it digitally on Nintendo Switch, Playstation 4, or Xbox One... if you're brave enough
Can you survive the hunt?
E-Store Links:
Nintendo Switch US
Nintendo Switch EU
Playstation 4
Xbox One
[ 2020-05-22 11:20:47 CET ] [ Original post ]
Ahoy Monstrum fans!
If youre on this forum, you're probably aware of Monstrum. However, if you're asking yourself "Monstrum, what in the world is that?", weve got you covered!
Theres a new video from SOEDESCO conveniently called What is Monstrum? to give you a quick overview of what the game actually is. You can check it out here: https://youtu.be/9SxcIhhLZSg
Remember, Monstrum is coming to Nintendo Switch, PlayStation 4 and Xbox One on May 22nd, and it's available for pre-order now!
- Pre-order on Xbox One
- Pre-order on Nintendo Switch (EU)
- Pre-order on Nintendo Switch (US)
- PlayStation Store Page coming May 22!
[ 2020-05-12 14:05:08 CET ] [ Original post ]
Ahoy, Monstrum fans!
For those who haven't seen yet, our friends and publishing partner SOEDESCO have announced the release date for the console port:
Monstrum will officially be coming digitally to Playstation 4, Xbox One, and Nintendo Switch on May 22nd, 2020! You can check out the release trailer here.
Pre-order information can be found below:
- Pre-order on Xbox One
- Pre-order on Nintendo Switch (EU)
- Pre-order on Nintendo Switch (US)
- PlayStation Store Page coming May 22!
[ 2020-05-06 10:58:10 CET ] [ Original post ]
Ahoy, Monstrum fans. Our friends and publishing partner SOEDESCO have just made an incredibly exciting announcement!
Not only will they be bringing Monstrum to PlayStation 4 and Xbox One, but they are also releasing Monstrum on the Nintendo Switch!
For more details, head on over to the SOEDESCO Facebook Page - facebook.com/soedesco
https://www.youtube.com/watch?v=a5AL4qqBSL8
[ 2019-08-08 12:44:49 CET ] [ Original post ]
Ahoy everyone!
We are extremely happy to finally announce to you all that we are indeed working on a Monstrum sequel - Monstrum 2!
Monstrum 2 is a 4v1 procedurally generated multiplayer horror labyrinth where a group of survivors must escape a decaying sea fortress. Take on the role of a survivor, evading the terrifying horrors within, or become the deadly monstrosity whose only goal is to hunt them down.
>> Wishlist <<
Monstrum was our first ever game we made as a team and we were absolutely floored by how much love and support our game received from all of you over the years. Without you, we wouldn't be here getting to make the games we love; so from everyone here at Team Junkfish, thank you!!
We'll have more info in the coming months!
Team Junkfish
[ 2019-05-29 15:26:34 CET ] [ Original post ]
Hello Shipmates!
We wanted to let you know that our second title, Attack of the Earthlings, launched today. We'd encourage any Monstrum fans who like strategy games to head on over to the store page to pick up the game plus you'll get a special launch discount of 10% OFF to thank you for supporting us.
AOTE Beta testers please keep an eye on your emails for a little gift.
Watch our out-of-this-world launch trailer below and you can see a bunch of YouTubers playing the game in our official playlist here!
https://www.youtube.com/watch?v=d9gzcVb3nBc
Happy human hunting and please, leave a review if you pick up AOTE and enjoy it. It really helps us a lot.
- Team Junkfish
[ 2018-02-08 18:13:44 CET ] [ Original post ]
Hello Shipmates!
We wanted to let you know that our second title, Attack of the Earthlings, launched today. We'd encourage any Monstrum fans who like strategy games to head on over to the store page to pick up the game plus you'll get a special launch discount of 10% OFF to thank you for supporting us.
AOTE Beta testers please keep an eye on your emails for a little gift.
Watch our out-of-this-world launch trailer below and you can see a bunch of YouTubers playing the game in our official playlist here!
https://www.youtube.com/watch?v=d9gzcVb3nBc
Happy human hunting and please, leave a review if you pick up AOTE and enjoy it. It really helps us a lot.
- Team Junkfish
[ 2018-02-08 18:13:44 CET ] [ Original post ]
Today we at team Junkfish are over-the-moon to be announcing Attack of the Earthlings!
Our second game release as a studio - the first being the much-loved and terrifying horror game Monstrum - Attack of the Earthlings is a comedic turn-based strategy game inspired by the strategic gameplay of XCOM, and the humour and silliness of the IT Crowd.
Please add us to your wishlists and follow us on Facebook and Twitter for the latest news and updates.
We look forward to sharing more with you soon!
- Team Junkfish
Check out the new trailer!
https://youtu.be/WjWwDCjw1Y4
[ 2017-05-31 12:37:27 CET ] [ Original post ]
Today we at team Junkfish are over-the-moon to be announcing Attack of the Earthlings!
Our second game release as a studio - the first being the much-loved and terrifying horror game Monstrum - Attack of the Earthlings is a comedic turn-based strategy game inspired by the strategic gameplay of XCOM, and the humour and silliness of the IT Crowd.
Please add us to your wishlists and follow us on Facebook and Twitter for the latest news and updates.
We look forward to sharing more with you soon!
- Team Junkfish
Check out the new trailer!
https://youtu.be/WjWwDCjw1Y4
[ 2017-05-31 12:37:27 CET ] [ Original post ]
Ahoy! It's hard to believe, but Monstrum has spent another year on the high seas - by which we mean it's our 2nd “proper” birthday! We've put together a couple of little updates for you to celebrate. Firstly, we'll be holding a special birthday sale from Friday 19th (today!) of May to Monday 22nd of May. This weekend Monstrum, the soundtrack and the deluxe bundle will all be 80% off! So if you've been lurking this whole time waiting for an opportunity to strike, like the sneaky Hunter, now's your chance to pounce! Secondly, we're bringing some new options into Monstrum. The game has gone without an update for a long-time due to us focusing on our second project, Attack of the Earthlings, but we thought we could manage a little something for such an important date. Some stand out additions:
- Trading Cards!
- Change direction with head look mode for VR!
- Tobii Eye-tracker compatibility
Changelog – V.1.5.0
Trading Cards
- Now available featuring never before seen artwork from Monstrum
- Includes backgrounds, badges & emoticons
- Move in direction faced mode (old mode can still be enabled in menu)
- Enable/Disable UI on arm
- Aim torch, flare-gun & thrown items with your eyes
- Pick-up and interact with items you're looking at
- Control the journal tab/note selection
- Hunter should no-longer get stuck after spawning
- Hunter should now always show up during submarine escape sequence
- Can no longer throw items while moving the trolley(s)
- Hunter traps will now only trigger when a thrown item moves past them, not if any item is within range.
- Flare gun now fires properly in all instances
[ 2017-05-19 15:17:38 CET ] [ Original post ]
Ahoy! It's hard to believe, but Monstrum has spent another year on the high seas - by which we mean it's our 2nd proper birthday! We've put together a couple of little updates for you to celebrate. Firstly, we'll be holding a special birthday sale from Friday 19th (today!) of May to Monday 22nd of May. This weekend Monstrum, the soundtrack and the deluxe bundle will all be 80% off! So if you've been lurking this whole time waiting for an opportunity to strike, like the sneaky Hunter, now's your chance to pounce! Secondly, we're bringing some new options into Monstrum. The game has gone without an update for a long-time due to us focusing on our second project, Attack of the Earthlings, but we thought we could manage a little something for such an important date. Some stand out additions:
- Trading Cards!
- Change direction with head look mode for VR!
- Tobii Eye-tracker compatibility
Changelog V.1.5.0
Trading Cards
- Now available featuring never before seen artwork from Monstrum
- Includes backgrounds, badges & emoticons
- Move in direction faced mode (old mode can still be enabled in menu)
- Enable/Disable UI on arm
- Aim torch, flare-gun & thrown items with your eyes
- Pick-up and interact with items you're looking at
- Control the journal tab/note selection
- Hunter should no-longer get stuck after spawning
- Hunter should now always show up during submarine escape sequence
- Can no longer throw items while moving the trolley(s)
- Hunter traps will now only trigger when a thrown item moves past them, not if any item is within range.
- Flare gun now fires properly in all instances
[ 2017-05-19 14:39:28 CET ] [ Original post ]
Ahoy! It's been a while since our last update, but this weekend we're celebrating Monstrum's 1st proper birthday! We have a couple of things in store that we hinted about in the forums yesterday. Firstly, we're holding a special birthday sale from Friday the 20th of May to Monday the 23rd of May! This weekend you'll be able to grab Monstrum, it's soundtrack, or the newly added bundle option for 75% off! If you've been waiting to pull the trigger, or have friends that have been wanting to jump in then this weekend is the time! Secondly, we're pushing out a new patch for Monstrum. While the game hasn't been our main focus at Junkfish Towers we decided to update Monstrum's Engine from Unity 4 to Unity 5! This update brings with it a host of new fixes, including some overdue performance improvements that a lot of you have been waiting on. You can find a full changelog at the bottom, and it should be out later today! Thirdly, Monstrum is now compatible with the Oculus CV1 headset! The upgrade to Unity 5 has allowed us to upgrade to the latest Oculus runtime, bringing the new features and improvements they have provided. If you own a DK1 or DK2 then don't fret! We still have support for you folks too, and you should see some improvements too! As a quick heads up, engine changes may result in some new issues that we may not have found during our own testing, so if anything does happen please let us know in our pinned Bug Thread. Finally, we want to thank all of you: the players, the streamers, the news hounds, the people who dropped by our booths at various shows, the other developers we've met, the people who put together an unofficial wiki, that person that stuck Monstrum on TVTropes, and everyone else from across the globe for your support and appreciation over the past year (and a bit). The response to Monstrum has been amazing so far, and we'd love it if you would help spread the word about the game even further this weekend. We look forward to showing you what we've been up to in the coming months! Cheers, Team Junkfish
Changelog V.1.4
Features
- Engine updated to Unity 5
- Support for Oculus Rift CV1
- Improved Oculus support
- Improved average framerate
- Reduced load times
- Improved controller support
- Flare gun flare effect modified
- Helipad lights now look more illuminated
- Helicopter chains feel more chain-y
- Removed all light halos
- Improved audio occlusion for various items and sound effects
- Helicopter door and fuel lever now have sound effects
- Improved the helicopter fuel pipe and crane chain physics
- Items can no longer be picked up while performing a variety of animations, such as climbing
- Fixed floating helicopter trolley
- Fixed flashing of next item when switching items
- Adjusted synchronisation of monster and player animations for deck crate kills
- Cinematic music will make use of the audio setting values before playing
- Fixed issues regarding the Hunter spawning from vents
- Using the Fuse will no longer delete certain items
- Fixed a gap between the external shell door and the adjacent walls
- Engine room now uses correct door model along all walls
- Fixed an issue where a metal barricade door would be used in the Upper Deck
- Fixed an issue with monsters breaking the wrong phone in the engine room
[ 2016-05-19 16:43:18 CET ] [ Original post ]
Ahoy! It's been a while since our last update, but this weekend we're celebrating Monstrum's 1st proper birthday! We have a couple of things in store that we hinted about in the forums yesterday. Firstly, we're holding a special birthday sale from Friday the 20th of May to Monday the 23rd of May! This weekend you'll be able to grab Monstrum, it's soundtrack, or the newly added bundle option for 75% off! If you've been waiting to pull the trigger, or have friends that have been wanting to jump in then this weekend is the time! Secondly, we're pushing out a new patch for Monstrum. While the game hasn't been our main focus at Junkfish Towers we decided to update Monstrum's Engine from Unity 4 to Unity 5! This update brings with it a host of new fixes, including some overdue performance improvements that a lot of you have been waiting on. You can find a full changelog at the bottom, and it should be out later today! Thirdly, Monstrum is now compatible with the Oculus CV1 headset! The upgrade to Unity 5 has allowed us to upgrade to the latest Oculus runtime, bringing the new features and improvements they have provided. If you own a DK1 or DK2 then don't fret! We still have support for you folks too, and you should see some improvements too! As a quick heads up, engine changes may result in some new issues that we may not have found during our own testing, so if anything does happen please let us know in our pinned Bug Thread. Finally, we want to thank all of you: the players, the streamers, the news hounds, the people who dropped by our booths at various shows, the other developers we've met, the people who put together an unofficial wiki, that person that stuck Monstrum on TVTropes, and everyone else from across the globe for your support and appreciation over the past year (and a bit). The response to Monstrum has been amazing so far, and we'd love it if you would help spread the word about the game even further this weekend. We look forward to showing you what we've been up to in the coming months! Cheers, Team Junkfish
Changelog – V.1.4
Features
- Engine updated to Unity 5
- Support for Oculus Rift CV1
- Improved Oculus support
- Improved average framerate
- Reduced load times
- Improved controller support
- Flare gun flare effect modified
- Helipad lights now look more illuminated
- Helicopter chains feel more chain-y
- Removed all light halos
- Improved audio occlusion for various items and sound effects
- Helicopter door and fuel lever now have sound effects
- Improved the helicopter fuel pipe and crane chain physics
- Items can no longer be picked up while performing a variety of animations, such as climbing
- Fixed floating helicopter trolley
- Fixed flashing of next item when switching items
- Adjusted synchronisation of monster and player animations for deck crate kills
- Cinematic music will make use of the audio setting values before playing
- Fixed issues regarding the Hunter spawning from vents
- Using the Fuse will no longer delete certain items
- Fixed a gap between the external shell door and the adjacent walls
- Engine room now uses correct door model along all walls
- Fixed an issue where a metal barricade door would be used in the Upper Deck
- Fixed an issue with monsters breaking the wrong phone in the engine room
[ 2016-05-19 16:43:18 CET ] [ Original post ]
Ahoy! Here's the changelog for the latest update to Monstrum, which is bringing the Oculus support out of the Beta branch and some extra goodies for you too! It will be with you at 4pm! If you're planning you check out the Oculus builds be sure to read Changelog V.1.2 and V.1.2.1 for some troubleshooting and recommended specs!
Changelog- V.1.3
Features
- New Story elements!
- Audio logs to find!
- New notes!
- New collectables menu for notes and audio logs
- Oculus support in main build (see previous beta update for more details)
- Halloween surprises!
- Fixed an error with the hunter spawning
- Fixed some minor things with the Oculus
- Fixed an issue with an incorrect material on start up in the main menu
- See Changelog V.1.2 for more details.
- The vertex lit rendering confirmation dialogue does not work correctly with the controller. Workaround: Use mouse controls
- Pressing left on the Dpad to change sensitivity changes the highlighted button (pause menu only). Workaround: Use mouse controls to change the setting.
- The play log button can not be remapped in the menu; remapping another control to V overrides that control preventing the player from listening to the logs in-game. Workaround: reset controls to default, do not map another function to V.
- Using the mouse and controller at the same time in the options menu can cause multiple highlights
- Back button on the journal in the collectables menu can not be selected with the controller. Workaround: Press B (xbox 360 controller)
- OSX: Dpad support not working in the collectables menu. Workaround: use the thumbstick.
- Oculus: Rendering issue with the 3D cursor in the collectables menu
- There may be some unknown Mac compatibility issues. Please let us know if you run into any problems!
[ 2015-10-29 16:00:21 CET ] [ Original post ]
Ahoy! Here's the changelog for the latest update to Monstrum, which is bringing the Oculus support out of the Beta branch and some extra goodies for you too! It will be with you at 4pm! If you're planning you check out the Oculus builds be sure to read Changelog V.1.2 and V.1.2.1 for some troubleshooting and recommended specs!
Changelog- V.1.3
Features
- New Story elements!
- Audio logs to find!
- New notes!
- New collectables menu for notes and audio logs
- Oculus support in main build (see previous beta update for more details)
- Halloween surprises!
- Fixed an error with the hunter spawning
- Fixed some minor things with the Oculus
- Fixed an issue with an incorrect material on start up in the main menu
- See Changelog V.1.2 for more details.
- The “vertex lit rendering” confirmation dialogue does not work correctly with the controller. Workaround: Use mouse controls
- Pressing left on the Dpad to change sensitivity changes the highlighted button (pause menu only). Workaround: Use mouse controls to change the setting.
- The “play log” button can not be remapped in the menu; remapping another control to V overrides that control preventing the player from listening to the logs in-game. Workaround: reset controls to default, do not map another function to V.
- Using the mouse and controller at the same time in the options menu can cause multiple highlights
- “Back” button on the journal in the collectables menu can not be selected with the controller. Workaround: Press B (xbox 360 controller)
- OSX: Dpad support not working in the collectables menu. Workaround: use the thumbstick.
- Oculus: Rendering issue with the 3D cursor in the collectables menu
- There may be some unknown Mac compatibility issues. Please let us know if you run into any problems!
[ 2015-10-29 16:00:21 CET ] [ Original post ]
Ahoy, A quick patch to the Beta branch and Oculus build. For more details on the Oculus build, including recommended specs please read this post: http://steamcommunity.com/games/296710/announcements/detail/46516730992506803 Please also note, these changes will ONLY apply to the Beta branch.
Update Change Log V1.2.1 – beta update
Opting-in to the Monstrum Beta
- Right-click Monstrum in Steam library and select “Properties”
- Go to “Betas”
- Select “public_beta” from the dropdown
- Vertex Lit Rendering mode for non-oculus and oculus mode
- The ability to lock and unlock the players head in oculus mode
- Fixed items disappearing in hands when paused
- Game over screen should always be in correct position now
- Occasional crash in the engine room (DX11 related)
[ 2015-10-06 13:42:19 CET ] [ Original post ]
Ahoy! A big update that's been a long time coming. The Oculus Rift version of Monstrum is now available! ...sorta. We're still ironing out a few issues, but we've got the VR experience to a state where we're happy for people to try it out and give us feedback on what we need to patch up. As such, this update is, for now, an opt-in beta. There are a number of performance related suggestions and troubleshooting links at the bottom of this announcement that we strongly advise you read. Similarly, we strongly recommend that you meet Oculus' own specifications for an optimal experience, which can be found here: https://www.oculus.com/en-us/blog/the-rifts-recommended-spec-pc-sdk-0-6-released-and-mobile-vr-jam-voting/
Update Change Log V1.2 – beta update
Opting-in to the Monstrum Beta
- Right-click Monstrum in Steam library and select “Properties”
- Go to “Betas”
- Select “public_beta” from the dropdown
- Oculus Rift DK1 Support
- Oculus Rift DK2 Support
- Please refer to the Oculus release notes within this change log before attempting to use this feature
- Fixed issue where Monster would get stunned incorrectly at Helicopter steam pipes
- Fixed issue where monsters would slow down at stairs
- Fixed issue where the Hunter would not react to the player while escaping from a locked room
- Fixed issue with death animations while holding the Sub Room trolley
- Fixed issue with the Hunter disappearing while spawning from a ceiling vent
- Should no longer be able to stand on top of monsters
- Fixed issue where the Sub Console and Helicopter would get destroyed simultaneously
- Fixed issue where getting dragged from under beds would cause collider issues
- Should no longer be able to stand on top of the sub trolley
- Fixed issue with Fiend music crescendo
- Fixed Audio stutter at steam pipes
- Monsters should be more reliable at accessing power locked rooms
- Improvements made the Hunter's Locked Room escape logic
- Improvements made to the Fiend's unlocking door logic
- Improvements made to the Fiend's light disruption logic
- Improvements made to make sure monsters do not find and kill the player unfairly
- Changes made to rendering models in the Engine Room
- Removed gamma images from the in-game gamma options menu
- Occasional crash in the engine room (DX11 related)
- Item disappears from hand when paused (Oculus related)
- Game over screen sometimes in wrong position (Oculus related)
- Opt-in to the beta branch
- Ensure the new Oculus runtime is installed (Download: https://developer.oculus.com/downloads/pc/0.7.0.0-beta/Oculus_Runtime_for_Windows/)
- When launching Monstrum from the Steam library, selected the Oculus mode
- Turning off V-sync
- Enabling Vertex Lit rendering. This should boost performance considerably, but will create some unusual lighting artefacts. Use with caution.
- Restart the game
- Restart your computer
- Switch off Vsync
- Turn on vertex lit rendering
- the Oculus team suggest following these steps: https://forums.oculus.com/viewtopic.php?f=34&t=26467&p=296153&hilit=flickering#p296153
[ 2015-09-25 18:35:54 CET ] [ Original post ]
Hi folks, As some of you may have noticed, the Monstrum soundtrack is now available though Steam as DLC for the game :). You can grab it here: http://store.steampowered.com/app/385870/ If you'd prefer to buy the soundtrack elsewhere, you can grab it form Bandcamp here: http://teamjunkfish.bandcamp.com/releases We'll hopefully have some news regarding the Oculus Rift implementation soon, as we're continually trying to improve the performance of the game which wearing one. Cheers!
[ 2015-08-20 14:45:13 CET ] [ Original post ]
Hi everyone, As you may have been aware the most recent update to Monstrum introduced some extra issues. We've now pushed out a patch that should fix those errors. Again, if you were affected by these then we apologise!
Change log – 1.0.1Hotfix
Fixes
- Fixed issue with achievements not unlocking
- Fixed issue with mouse position on Linux in fullscreen mode
- Fixed issue with keybindings not saving/messing up
- Fixed issue with audio not pausing+resuming correctly when the game is paused + resumed
[ 2015-07-24 08:37:05 CET ] [ Original post ]
Hi everyone! We're happy to announce that the Mac and Linux versions of Monstrum are now available! We've also added the OST to Steam for download too. And for those waiting: we're hoping to have more news about the Oculus Rift version very soon! Here's a list of further changes that we've added. Cheers!
Change Log 1.0.1
Features
- Mac and Linux versions available
- Field of view slider
- Improved monster wander states. The monsters should move further away from the player after an encounter
- Improved monsters going around corners
- Doors should behave more intuitively with respect to how they handle the player moving in and out of them
- Brute footsteps
- Improved issue where monsters could get stuck in steam by the helicopter
- Fixed misc menu issues
- Hunter goop should disappear correctly
- Player should no longer be able to run out of a hiding spot when being pulled out
- Hunter should no longer walk constantly in to a hiding spot
- Monsters should not get stuck at distractions
- Fixed issue with monster not pulling player out of hiding spots
- Added collision boxes to certain areas to prevent player climbing where they shouldn't
- Fixed issue where the player could get back in to the starting area
- Controller analogue sticks can sometimes not work in the Mac version
- Field of view slider can reset intermittently if changed in game
- Locker doors can occasionally get the player temporarily caught between the door and the locker body
[ 2015-07-16 16:18:25 CET ] [ Original post ]
Ahoy! The Monstrum soundtrack is now available to buy and stream from Bandcamp! Fancy reliving your favourite chase theme while walking home or pretending you've got one of the ship's radios blasting out without anything coming to get you? Well how you can! Grab it here: http://teamjunkfish.bandcamp.com/releases Cheers!
[ 2015-06-03 12:59:22 CET ] [ Original post ]
Well, this is it. Monstrum v.1.0 is now available! No more Early Access, you now have the whole game to die in! We're still planning some further optimisations as well as the Mac, Linux and Oculus builds too. We want to take this moment to say thanks to all the people who's supported us this far, the friends, family, Early Access backers, press, let's players, streamers, testers, people at expos, people who've given us advice and devs local and not so local who we've met on our adventures on the high seas (sorry) of developing Monstrum! We've probably missed someone out, but without you lot we'd not have gotten to this point, so thank you very much! And to those of you joining us now, good luck. Here's to game number 2! And now: the patch notes too.
Change Log 1.0
Features
- Achievements
- Optimized item glow
- Optimized the kitchen
- Optimized some room collision meshes
- Improved clipping with certain objects
- Improved a few player animations
- Updated Fiend music
- Altered helicopter steam pipes to reduce predictability with the monster
- Changed journal font
- Reverted chain spool model since the new one sometimes reduced performance
- Player needs to be more accurate with the flare gun to hit monsters
- Altered the trolley so that it is easier to position next to the helicopter
- Added a small platform at the bottom of the stairs to prevent an exploit
- Changed the player's clothes
- Addressed crash issue during loading
- Fixed odd behaviour with Hunter at the submarine
- Improved issue where pathfinding would sometimes decide to leave the ship
- Fixed an issue where the “exit game” button wouldn't work
- Fixed lag spike when lowering the submarine
- Changing the resolution and/or texture resolution can sometimes make the player's item transparent
- SSAO can sometimes reduce FPS more than expected
- Items in the hand move unexpectedly when paused
- Some items will bounce unrealistically
[ 2015-05-20 18:13:53 CET ] [ Original post ]
Ahoy! We're super happy to announce that Monstrum will be leaving Early Access on the 20th of May! We'll be running our Early Access discount until then, when the price will rise from £9.99/€12.49/$14.99 to £11.99/€14.99/$17.99. Here's the trailer too: https://www.youtube.com/watch?v=1H5LpHJ_2x4 And of course: the patch notes for the new update.
Change Log 0.9.5
Improvements
- New decorative wall content
- Decorated the helicopter containers
- Updated start rooms with better prompts and layout
- Improved drag out animations
- Adjusted some item positions to look better in the hand
- Updated glowstick
- Improved fuel hose interaction
- Added steam pipe system by the helicopter
- Updated steam pipe models
- Removed fuel cans from inside the cargo containers by the helicopter
- Reduced the number of cargo containers by the helicopter
- Removed access to the raised walkways by the helicopter
- Fixed issue where jumping would not play a landing sound
- Fixed a memory leak associated with the security cameras
- Fixed a memory leak associated with light bulbs
- Optimized certain bits of the code base
- Reduced lag spike when monsters spawn
- Fixed font-loading lag spike when opening the graphics menu
- Hotfixed an issue where grabbing the trolley would disable certain post-processing effects
- Fixed an issue where sometimes the wrong animation was played from a fall death
[ 2015-05-14 16:14:31 CET ] [ Original post ]
Ahoy folks! Here's the latest update to Monstrum, which will be going live soon :). As always, let us know what you think! Cheers!
Change Log 0.9.3
New Features
- Unity Launcher removed; graphics options are now available within the game and are individually customizable
- New menus
- Victory scenes!
- Dedicated credits scene
- New Loading screens
- Animations for when a monster pulls the player out of a hiding spot are overhauled
- Liferaft animations improved
- Corridors have some new variants
- New Fire Extinguisher model
- Junkfish splash screen has audio now, yay!
- Moved certain tables/counters to reduce clipping
- Improved torch aiming/flare gun aiming to reduce unnatural hand movements
- Some updated cargo hold assets
- New menu font
- New audio assets added in
- Improved chasing after being throw out of hiding spot
- Improved chasing after Hunter jumps out of trap
- Fire performance improvement
- Death animation improvements
- Reduced possibility of falling through the environment when closing doors
- Reduced the refuelling time for the helicopter
- Changed some of the lighting
- Changed the visual style of the lower deck
- Changed the chasing persistence of the monsters
- Changed some of the door opening/closing/locking/unlocking sounds
- Stairwell materials updated
- Removed the walkie-talkies item (for now)
- Issue in which the hand would randomly flip around when interacting with the environment
- Fixed an issue which caused the pit trap player falling animation to look unnatural
- Fixed an audio sync issue with death from falling
- Fixed an audio sync issue with a welder animation
- Fixed a bug where the journal wouldn't update if you inserted the spool chain before inspecting the liferaft
- Fixed a bug where the flare gun wouldn't register hits
- Fixed a bug that caused the chair to turn in to a magic carpet when the player stands on it
- Ensured fire kills the player
- Fixed a performance drop after inserting the battery in to the sub
- Fixed/improved issue where crouching whilst interacting with the environment caused various problems
- Fixed an issue where monsters would get confused after destroying certain objects
- Fixed an issue with the Hunter not spawning in the lower decks correctly
[ 2015-04-23 16:00:09 CET ] [ Original post ]
Ahoy! A little later than planned, but here's the patch notes for the newest update to Monstrum! As always, let us know what you think! Cheers!
Change Log 0.9.2
New features
- New notes to find!
- Security cameras are a little harder to hide under Brute moves faster
- Player prevented from getting behind the start room boxes
- Player can no longer climb in to the boxes in the cargo hold
- Fixed an issue where turning off the steam vents via the master control would sometimes leave steam triggers active, causing random deaths in the cargo hold
- Brute destroys the outside cargo container doors properly
- Fixed a physics error caused by putting items in the helicopter
- Fixed a performance hit caused by moving the crane
- Menu rendering issues
- Menu fade-in fixed
- Pressing escape in the game over menu no longer breaks the game
- Ambient wave sounds playing at the right times
- Door audio source improvements
- Setting audio priorities to ensure more important sounds are played
- Hunter music/sfx kicking in at the wrong time
- Welder double-sound issue fixed
- Double-roars from the monsters should be less common
- Brute roar location fixed
- Camera movement audio is synced with its movement properly
- Performance should be improved in general due to a new occlusion method, better internal level representation and pathfinding optimizations
- Monster animations should be less jittery
- Optimized colliders for many game assets
- Door-player movement code changed to reduce player getting stuck in the environment
- Monster AI improvements
- Altered monster audio source ranges
[ 2015-04-02 19:56:23 CET ] [ Original post ]
Hi everyone! Just a quick hotfix for this update but a fairly important one for some of you. Cheers!
Change Log 0.9.1
Fixes
- Fixed memory issues occuring in 32-bit systems. Monstrum will now run under the "Fast" setting.
[ 2015-03-31 09:21:24 CET ] [ Original post ]
Hi everyone! The Engine Room update is finally here! Do you enjoy hiding in large, rusty machinery in your spare time? Yes? Well, this update if for you (Along with the other guest on the ship) This section comes complete with some new features, rooms and more! Check it out!
Change Log 0.9.0
New Features New Engine room section including:
- New Hiding spots
- New Engine workshop rooms
- New Engine room art, audio & lighting additions.
- New Distraction System
- *Secret feature*
- Monster “floating” reduced.
- Introduced failsafe for monster climbing.
- Increased Brute chase speed.
- Journal text delivery improved
- New Journal Entry
- Audio sound-effect priorities adjusted to improve clarity of sound-effect during busy scenes.
- Barred interaction when transitioning from crouch to stand, preventing animimations from breaking.
- Fixed an issue where the game could keep spawning the same monster each time.
- Fixed an issue where a specific (but frequently used) sound was causing high CPU usage.
- Fixed a case in which a non-lethal steam vent blast could result in death.
- The submarine room bay doors should appear properly now.
- Prevented the fuse box objective triggering from the other side of a wall.
- Pressing escape in the game over screen no longer breaks the main menu.
- Hunter finishes roar after jumping out before it can attack the player.
- Ensured key items would not only spawn in locked rooms.
- Updated map textures to reflect new engine room addition.
[ 2015-03-13 14:07:11 CET ] [ Original post ]
We're happy to announce that we'll be taking Monstrum to EGX Rezzed at the Tobacco Dock in London! From the 12th to the 14th of March we'll be filling the hall with screams with a sneak preview of our new Oculus Rift DK2 build. Fancy yourself up to the challenge of Monstrum in VR? Then stop by our booth and prove yourself! And don't forget to check out the rest of the games that are there too. Here's the full list: http://www.egx.net/rezzed/2015/show-floor (And if you can't make it to London, then we may have something else for you in this week's update!)
[ 2015-03-09 16:20:40 CET ] [ Original post ]
Hi everyone! Some of you may have noticed already, but we've launched a new update to Monstrum! We've been listening to your feedback, so hopefully the changes will let you enjoy the game even more! Cheers!
Change Log 0.8.3
Gameplay
- If the player runs in to steam when it is already on, it will knock back and damage the player instead of killing them. Direct blasts will still be lethal.
- The random start rooms should be picked more evenly
- Adjusted the spawn locations of certain items to prevent a complete set of escape items spawning too close together
- The player can't start the helicopter refuelling process until the helicopter is unlocked
- Fixed a bug with the fire extinguisher spray when the journal is out
- Fixed a bug where interacting with certain objects multiple times in quick succession caused issues
- Death screen images removed
- Fixed some menu transitions/fading
- Journal prompts updated
- Journal objectives ordering updated
- Reduced performance hit when the journal is active
- Gamma should affect the player
- Fixed an issue where the monsters could get stuck by the support beams at the sides of the ship
- Fixed an issue where the monsters could get stuck in the sub room doors
- Updated animations for going under the bed
- Various model and sound effect updates
[ 2015-02-26 18:13:39 CET ] [ Original post ]
Hi folks! We've just pushed out a patch for Monstrum. Here's the changelog for more info.
Change Log v0.8.2
Monsters
- Improvements to monsters getting stuck in weird places
- Fixed monster failing to hit player when close
- Hunter spawning algorithm improved
- Brute and hunter should spawn more evenly
- Removed access to the bow of the ship, as it was causing monster issues. Will come back in future update
- Improved RAM usage
- Improved camera clipping with player’s body
- Improvements to player getting stuck under beds
- Fixed falling sound when going down stairs
- Improved blood effects
- Welder hand pose fixed when picking it up more than once
- Steam vents should be less common
- Added death animation to steam vent, falling and fire
- Steam death immunity whilst turning the associated valve
- Added loading progress indicator after the splash screen
- Fixed controls menu disappearing when leaving an unassigned key
- Prompt for throwing appears when trying to pick up an item when inventory is full
- Prompt for standing up should appear when thrown out of a locker
- Changed main menu fading behaviour
[ 2015-02-12 13:39:59 CET ] [ Original post ]
🎮 Full Controller Support
- Monstrum Linux Content Depot [2.3 G]
- Monstrum Linux32 Depot [27.6 M]
- Monstrum Linux64 Depot [27.74 M]
- Monstrum - Original Soundtrack
Offering up a challenge to even the hardiest of gamers, Monstrum will force you to use your wits and whatever tools you can find to outrun or outsmart your pursuer. Attempt to escape from an environment that is out to kill you while evading the lurking terror that could be around any corner. Can you survive Monstrum?
Game Features
Three Unique Monsters
Face one of three monster types each play-through, each one with different behaviours and tactics. Can you work your way out of an ambush or escape a direct attack? And will the same actions work every time?
Procedural Arena
Prepare for a different gameplay environment each time you play as the ship's interior shifts shape with every run, changing the location of items along the way.
Escape Routes
Discover different methods of escape and delve into the bowels of the ship to recover items you need to repair them.
Opportunities and Hazards
Use whatever you can find to try and outwit the monster. Hide in lockers or under furniture. Use distractions to attract the monster to you, or, perhaps more wisely, to where you've just been, but be careful not to run too fast lest you fall into one of the ships numerous traps along the way.
Permadeath
Death is death. Get killed in Monstrum and you'll be starting again. In a different ship, probably against a different monster. Good luck. Start running.
- OS: Mint 17.1 (Rebecca) / Ubuntu 14.04 (Trusty Tahr)
- Processor: Intel / AMD - 2.4 GHz (Dual Core)Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Nvidia GTX 285 / ATI Radeon HD 4870 X2 - 1GB (Direct x 9.0c / 10 / 11)
- Storage: 3 GB available spaceAdditional Notes: Oculus Rift requires windowsOS & other minimum standards described here: https://www.oculus.com/en-us/blog/powering-the-rift/
- OS: Mint 17.1 (Rebecca) / Ubuntu 14.04 (Trusty Tahr)
- Processor: Intel Core i5 / AMD FX-6 - 3.0+ GHz (Quad Core)Memory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: Nvidia GTX 560 Ti / AMD Radeon HD 6970 - 1GB (Direct x 11)
- Storage: 3 GB available space
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